Total War: WARHAMMER III

Total War: WARHAMMER III

Upgrade Units for AI and Player (Major Update!!! Patch 6.2.1)
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Uppdatering: 7 jul @ 10:14

- Fix and refine AI upgrade logic

Uppdatering: 3 jul @ 9:47

- Fixed the Gnoblar upgrade path

- Added the Daniel faction to the exceptions list (they now bypass the barracks check as well)

Uppdatering: 2 jul @ 5:36

- The AI code has been written "from scratch" and should eliminate crashes, as well as improve upgrade stability for all factions

- The AI now uses barracks availability checks before upgrading (following the same rules as the player, if the corresponding checkbox is enabled in MCT).

EXCEPTION: Warriors of Chaos, Nurgle, Beastmen factions (due to recruitment specifics, barracks checks are not performed for them for either AI or player)

- The AI can now perform unit upgrades in any territory (not just in their own territory near cities)

- New upgrade paths have been added for Beastmen=)

Uppdatering: 24 jun @ 3:47

- Upgrade fix for certain factions

Uppdatering: 17 jun @ 13:11

- Added upgrades for Blood Knights and Chaos Dwarves

- Attempted to improve stability to avoid crashes

- Minor fixes

Uppdatering: 3 jun @ 10:52

- Peasant Archers Upgrade Fix

Uppdatering: 29 maj @ 19:40

- Fix and refine AI upgrade logic

Uppdatering: 27 maj @ 18:48

- Added MCT options to control AI unit rank after upgrade and global upgrade rank requirements.

- Improved health adjustment logic for upgrades, ensuring consistent behavior across factions.

- Further improved the AI unit upgrade system for better performance and stability.

Uppdatering: 27 maj @ 11:19

- Significantly enhanced AI army upgrade capabilities

- Introduced a new AI rank change coefficient (MCT) option for upgrades

Uppdatering: 26 maj @ 7:24

- Script improvements

- Fix for Blue Horrors upgrade path